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Creating smooth scrolling without white gaps in Scratch

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SM

ScrollMaster_Dev

Posted on January 23, 2024 • Advanced

📜 Scrolling implementation issues

I’m working on a side-scrolling platformer game and I’ve managed to create a basic scrolling system, but there’s a major problem - ugly white gaps appear during scrolling!

Here’s what I’m experiencing:

  • White spaces appear at the edges when scrolling
  • Background doesn’t seamlessly connect
  • Jerky movement instead of smooth scrolling
  • Objects don’t stay properly aligned with the camera

I know scrolling is challenging to implement correctly. Has anyone solved this issue? I need help creating a professional-looking scrolling system! 🎮

CS

CameraSystem_Pro

Replied 2 hours later • ⭐ Best Answer

Excellent question @ScrollMaster_Dev! Smooth scrolling is indeed challenging, but I’ll show you how to create a professional camera system that eliminates those white gaps completely.

🎯 Scrolling System Architecture

Here’s how a proper scrolling system works:

flowchart TD A[🎮 Player Movement] --> B[📹 Camera System] B --> C[🌍 World Coordinates] C --> D[📺 Screen Coordinates] B --> E[🏔️ Background Layer] B --> F[🌳 Midground Layer] B --> G[🎯 Foreground Layer] E --> H[📐 Parallax Factor 0.2] F --> I[📐 Parallax Factor 0.6] G --> J[📐 Parallax Factor 1.0] H --> K[🔄 Infinite Tiling] I --> K J --> K K --> L[✨ Smooth Scrolling] style A fill:#e1f5fe style B fill:#f3e5f5 style L fill:#e8f5e8

🔧 Step 1: Camera Variables Setup

First, create the essential camera variables:

    when flag clicked
// Initialize camera system
set [camera x v] to [0]
set [camera y v] to [0]
set [camera target x v] to [0]
set [camera target y v] to [0]
set [camera smooth v] to [0.1] // Smoothing factor
  

📹 Step 2: Smooth Camera Following

Create a smooth camera that follows the player:

    when flag clicked
forever
// Set camera target to player position
set [camera target x v] to ((player x) - [240])
set [camera target y v] to ((player y) - [180])

// Smooth camera movement (lerp)
change [camera x v] by (((camera target x) - (camera x)) * (camera smooth))
change [camera y v] by (((camera target y) - (camera y)) * (camera smooth))
end
  

🌍 Step 3: Background Infinite Scrolling

For seamless background scrolling without white gaps:

    // Background sprite code
when flag clicked
set size to [200] %
forever
// Position relative to camera
set x to ((background offset x) - (camera x))
set y to ((background offset y) - (camera y))

// Infinite tiling - reset when off screen
if <(x position) < [-720]> then
change [background offset x v] by [960]
end
if <(x position) > [720]> then
change [background offset x v] by [-960]
end
end
  

🎨 Step 4: Multi-Layer Parallax System

Create depth with different scrolling speeds:

    // Far background (mountains)
when flag clicked
forever
set x to ((0) - ((camera x) * [0.2]))
set y to ((0) - ((camera y) * [0.2]))
end

// Mid background (trees)
when flag clicked
forever
set x to ((0) - ((camera x) * [0.6]))
set y to ((0) - ((camera y) * [0.6]))
end

// Foreground (platforms)
when flag clicked
forever
set x to ((platform world x) - (camera x))
set y to ((platform world y) - (camera y))
end
  

🔄 Step 5: Advanced Infinite Scrolling

For truly seamless scrolling, use this clone-based system:

    // Background tile sprite
when flag clicked
set [tile width v] to [480]
set [my tile id v] to [0]
create clone of [myself v]
set [my tile id v] to [1]
create clone of [myself v]
set [my tile id v] to [2]

when I start as a clone
forever
// Calculate tile position
set [tile x v] to (((my tile id) * (tile width)) - (camera x))
go to x: (tile x) y: [0]

// Wrap around when off screen
if <(tile x) < [-720]> then
change [my tile id v] by [3]
end
if <(tile x) > [720]> then
change [my tile id v] by [-3]
end
end
  

⚡ Step 6: Performance Optimization

Optimize for smooth 60 FPS scrolling:

    // Only update when camera actually moves
when flag clicked
set [last camera x v] to (camera x)
forever
if <not <(camera x) = (last camera x)>> then
broadcast [camera moved v]
set [last camera x v] to (camera x)
end
end

// Background sprites listen for camera updates
when I receive [camera moved v]
set x to ((world x) - (camera x))
set y to ((world y) - (camera y))
  

This system eliminates white gaps by ensuring backgrounds always cover the entire screen with proper tiling! 🎮✨

SM

ScrollMaster_Dev

Replied 1 hour later

@CameraSystem_Pro This is incredible! 🤩 The parallax system and infinite tiling completely solved my white gap problem!

The smooth camera following makes such a huge difference - my game now feels professional. Thank you for the detailed explanation and optimization tips!

PX

ParallaxExpert_Mike

Replied 3 hours later

Great solution! Here are some additional pro tips for advanced scrolling effects:

  • Camera shake: Add screen shake for impacts and explosions
  • Zoom effects: Implement smooth zoom in/out for dramatic moments
  • Camera bounds: Limit camera movement to prevent showing empty areas
  • Look-ahead: Make camera slightly lead player movement direction

These techniques will make your scrolling system even more polished! 🎬

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Master Advanced Game Development

Fantastic scrolling discussion! For developers looking to create even more sophisticated camera systems and game mechanics, our community can help you implement:

  • 🎬 Cinematic camera movements
  • 🌊 Dynamic parallax effects
  • ⚡ Performance-optimized rendering
  • 🎮 Advanced game feel techniques

📚 Related Topics

Ready to create AAA-quality camera systems? Get expert guidance from our game development mentors in the Vibelf app!